Search Results

Search found 14602 results on 585 pages for 'objected oriented design'.

Page 137/585 | < Previous Page | 133 134 135 136 137 138 139 140 141 142 143 144  | Next Page >

  • Use Case Diagrams - should I create a diagram just for a view business rule?

    - by Periback
    I'm modeling a UCD where I have two actors ( a content producer and a developer).. the content producer is going to create and specify details of a storyboard functionality, and the other actor (developer) will only be able to view this storyboard ( he'll log in the application and read the storyboard to start developing what it says, outside the application..) I'm working on the specification of this storyboard functionality and I'd like to know it would be like a best-practice if I describe something like " actor- developer", "UCD - read scenes of storyboard" . This is the specification of an application I developed for my thesis and they asked me to add some specification...

    Read the article

  • Real life example of an agile game development process outputs

    - by Ken
    I'm trying to learn about applying agile methodologies to game development. But seems to be impossible to find real life examples. There seems to be plenty of material discussing how 'in principle' agile is applied to a game. But that is NOT what I am looking for. I have the Keith book. What I AMlooking for are real EXAMPLES of things like; Initial user stories Final user stories (complete, covering the entire game requirements) Acceptance criteria Task list Sprint backlogs (before and after each sprint) The agile books seem to have some limited examples, many of which seem contrived or limited. In this era of open source software, there must be a publicly available documented example of the process applied to a real game. I am asking specifically about games because they are so different from normal applications. Regular applications are built to all users to complete specific tasks in order to get stuff done(book a room, print a report etc). People play games for much less tangible reasons, so I think the process is significantly different. [it doesn't have to be scrum, it could be any process, just needs to be a real life example game and be reasonably complete]

    Read the article

  • Prefer class members or passing arguments between internal methods?

    - by geoffjentry
    Suppose within the private portion of a class there is a value which is utilized by multiple private methods. Do people prefer having this defined as a member variable for the class or passing it as an argument to each of the methods - and why? On one hand I could see an argument to be made that reducing state (ie member variables) in a class is generally a good thing, although if the same value is being repeatedly used throughout a class' methods it seems like that would be an ideal candidate for representation as state for the class to make the code visibly cleaner if nothing else. Edit: To clarify some of the comments/questions that were raised, I'm not talking about constants and this isn't relating to any particular case rather just a hypothetical that I was talking to some other people about. Ignoring the OOP angle for a moment, the particular use case that I had in mind was the following (assume pass by reference just to make the pseudocode cleaner) int x doSomething(x) doAnotherThing(x) doYetAnotherThing(x) doSomethingElse(x) So what I mean is that there's some variable that is common between multiple functions - in the case I had in mind it was due to chaining of smaller functions. In an OOP system, if these were all methods of a class (say due to refactoring via extracting methods from a large method), that variable could be passed around them all or it could be a class member.

    Read the article

  • Writing selenium tests, should I just get it done or get it right?

    - by Peter Smith
    I'm attempting to drive my user interface (heavy on javascript) through selenium. I've already tested the rest of my ajax interaction with selenium successfully. However, this one particular method seems to be eluding me because I can't seem to fake the correct click event. I could solve this problem by simply waiting in the test for the user to click a point and then continuing with the test but this seems like a cop out. But I'm really running out of time on my deadline to have this done and working. Should I just get this done and move on or should I spend the extra (unknown) amount of time to fix this problem and be able to have my selenium tests 100% automated?

    Read the article

  • Making Modular, Reusable and Loosely Coupled MVC Components

    - by Dusan
    I am building MVC3 application and need some general guidelines on how to manage complex client side interaction between my components. Here is my definition of one component in general way: Component which has it's own controller, model and view. All of the component's logic is placed inside these three parts and component is sort of "standalone", it contains it's own form, data needed for interaction, updates itself with Ajax and so on. Beside this internal logic and behavior of the component, it needs to be able to "Talk" to the outside world. By this I mean it should provide data and events (sort of) so when this component gets embedded in pages can notify other components which then can update based on the current state and data. I have an idea to use client ViewModel (in java-script) which would hookup all relevant components on page and control interaction between them. This would make components reusable, modular - independent of the context in which they are used. How would you do this, I am a bit stuck as I do not know if this is a good approach and there is a technical possibility to achieve this using java-script/jquery. The confusing part is about update via Ajax, how to ensure that component is properly linked to ViewModel when component is Ajax updated (or even worse removed or dynamically added). Also, how should this ViewModel be constructed and which technicalities to use here and in components to work as synergy??? On the web, I have found the various examples of the similar approach, but they are oversimplified (even for dummies) or over specific and do not provide valuable resource or general solution for this kind of implementation. If you have some serious examples it would be, also, very helpful. Note: My aim is to make interactions between many components on the same page simpler and more robust and elegant.

    Read the article

  • Are there any concerns with using a static read-only unit of work so that it behaves like a cache?

    - by Rowan Freeman
    Related question: How do I cache data that rarely changes? I'm making an ASP.NET MVC4 application. On every request the security details about the user will need to be checked with the area/controller/action that they are accessing to see if they are allowed to view it. The security information is stored in the database. For example: User Permission UserPermission Action ActionPermission A "Permission" is a token that is applied to an MVC action to indicate that the token is required in order to access the action. Once a user is given the permission (via the UserPermission table) then they have the token and can therefore access the action. I've been looking in to how to cache this data (since it rarely changes) so that I'm only querying in-memory data and not hitting a database (which is a considerable performance hit at the moment). I've tried storing things in lists, using a caching provider but I either run in to problems or performance doesn't improve. One problem that I constantly run in to is that I'm using lazy loading and dynamic proxies with EntityFramework. This means that even if I ToList() everything and store them somewhere static, the relationships are never populated. For example, User.Permissions is an ICollection but it's always null. I don't want to Include() everything because I'm trying to keep things simple and generic (and easy to modify). One thing I know is that an EntityFramework DbContext is a unit of work that acts with 1st-level caching. That is, for the duration of the unit of work, everything that is accessed is cached in memory. I want to create a read-only DbContext that will exist indefinitely and will only be used to read about permission data. Upon testing this it worked perfectly; my page load times went from 200ms+ to 20ms. I can easily force the data to refresh at certain intervals or simply leave it to refresh when the application pool is recycled. Basically it will behave like a cache. Note that the rest of the application will interact with other contexts that exist per request as normal. Is there any disadvantage to this approach? Could I be doing something different?

    Read the article

  • Confusion with Libgdx UI

    - by BrotherJack
    I've started with Libgdx and am currently stumbling about trying to understand how to set up the interface. I have generated the base projects in Eclipse ( < proj-name ,< proj-name -android, < proj-name -desktop, < proj-name -html), and can get the program to display a simple background, play a looping sound file, and draw a tank. I have been having some problems implementing the UI though. I want to make a collapsible interface bar at the bottom of the screen that would contain buttons for movement, and selecting weapons. I'm confused since there appears to be several ways of doing this and the documentation (or tutorials explaining it) tend to be obsolete. How would one go about this? Use a stage for the bar and actors for the widgets? I'm a little lost on this.

    Read the article

  • Where to start learning OpenGL with C++?

    - by NERDcustard
    I'm 16 years old and my name is Norbert. I have learnt C++ and made some cool text based games and such but I would love to start graphic's programming. I'm a decent artiest (I will have some of my work bellow) I know the base of C++ but I really would like to get into OpenGL. I need someone to show me some good tutorials for OpenGl with C++ so I can really get into game dev. My goal is to be able to program a simple 2d game by the end of the year and I have lots of time to do so. I'm en-rolled in a game dev next year and really need some help with starting off. http://imgur.com/QZjKX http://imgur.com/3CZy7

    Read the article

  • Why do programming languages allow shadowing/hiding of variables and functions?

    - by Simon
    Many of the most popular programming languges (such as C++, Java, Python etc.) have the concept of hiding / shadowing of variables or functions. When I've encountered hiding or shadowing they have been the cause of hard to find bugs and I've never seen a case where I found it necessary to use these features of the languages. To me it would seem better to disallow hiding and shadowing. Does anybody know of a good use of these concepts?

    Read the article

  • Go/Obj-C style interfaces with ability to extend compiled objects after initial release

    - by Skrylar
    I have a conceptual model for an object system which involves combining Go/Obj-C interfaces/protocols with being able to add virtual methods from any unit, not just the one which defines a class. The idea of this is to allow Ruby-ish open classes so you can take a minimalist approach to library development, and attach on small pieces of functionality as is actually needed by the whole program. Implementation of this involves a table of methods marked virtual in an RTTI table, which system functions are allowed to add to during module initialization. Upon typecasting an object to an interface, a Go-style lookup is done to create a vtable for that particular mapping and pass it off so you can have comparable performance to C/C++. In this case, methods may be added /afterwards/ which were not previously known and these new methods allow newer interfaces to be satisfied; while I like this idea because it seems like it would be very flexible (disregarding the potential for spaghetti code, which can happen with just about any model you use regardless). By wrapping the system calls for binding methods up in a set of clean C-compatible calls, one would also be able to integrate code with shared libraries and retain a decent amount of performance (Go does not do shared linking, and Objective-C does a dynamic lookup on each call.) Is there a valid use-case for this model that would make it worth the extra background plumbing? As much as this Dylan-style extensibility would be nice to have access to, I can't quite bring myself to a use case that would justify the overhead other than "it could make some kinds of code more extensible in future scenarios."

    Read the article

  • Import SSIS Project in Denali CTP1

    For years Analysis Services has had the ability to take an existing database from a server and reverse engineer it into a BIDS project.  This is extremely useful when all you have is the running instance of the database and the project that created it has long since disappeared.  Reverse engineering has never been a feature of SSIS until now. Let me walk you through the simple steps. The first step is that you obviously have to have a project deployed to an SSIS Catalog.  I will do a video on this soon but in case you can’t wait then my good buddy Jamie Thomson has written it up here As you can see I have a project called imaginatively “Denali1” with one package “Package.dtsx” The next thing we need to do is fire up BIDS and choose the right project type (Integration Services Import Project) Now we just follow the wizard.  We make sure we specify on which server to find the Catalog and in which folder to look for the project. Next the setting are validated and we are greeted with the familiar review screen before the creation of our new project from the deployed project happens Hit Import and away we go The result is just what we wanted.

    Read the article

  • What can make a peaceful game successful?

    - by Miro
    Today, the most successful games are action games like FPS, RPG, MMORPG... I'd like to make peaceful game, but I don't know how to attract people. I can make good graphics, but that's not the main thing that makes people like game more that couple of minutes. The content is important. In game styles mentioned in beginning are main content fight, kill others, make from yourself predator/the most powerful creature/player in the game. But what content can attract people in peaceful game?

    Read the article

  • What are the reasons for MMOs to have level caps [on hold]

    - by SamStephens
    In many MMOs players character progression is artificially capped, e.g. by level 60 or 90 or 100 or whatever. Why do MMOs have these level caps in the first place? Why not just allow characters to continue to arbitrary levels with a mathematically designed leveling system that keeps the leveling experience interesting and endless? Answers to this question may help us to see the reason behind the feature and decide if and how this should be implemented in our MMOs.

    Read the article

  • Looping 3D environment in shmups

    - by kamziro
    So I was watching Ikaruga: http://www.youtube.com/watch?v=Aj23K8Ri68E And then raystorm: http://www.youtube.com/watch?v=TQ4V0G5ykAg After looking at their 3D backgrounds for a little bit, it appears that they use a lot of repeated segments. How would one start with the development with such systems? Would there be editors that can be used (or at least help) with creating the environments? Perhaps a 3D map with splines describing the path of the ship, as well as events on the splines?

    Read the article

  • Finding most Important Node(s) in a Directed Graph

    - by Srikar Appal
    I have a large (˜ 20 million nodes) directed Graph with in-edges & out-edges. I want to figure out which parts of of the graph deserve the most attention. Often most of the graph is boring, or at least it is already well understood. The way I am defining "attention" is by the concept of "connectedness" i.e. How can i find the most connected node(s) in the graph? In what follows, One can assume that nodes by themselves have no score, the edges have no weight & they are either connected or not. This website suggest some pretty complicated procedures like n-dimensional space, Eigen Vectors, graph centrality concepts, pageRank etc. Is this problem that complex? Can I not do a simple Breadth-First Traversal of the entire graph where at each node I figure out a way to find the number of in-edges. The node with most in-edges is the most important node in the graph. Am I missing something here?

    Read the article

  • Is having functionality in DB a road block to scalability?

    - by Estefany Velez
    I may not be able to give the right title to the question. But here it is, We are developing financial portal for wealth management. We are expecting over 10000 clients to use the application. The portal calculates various performance analytics based on the the technical analysis of the stock market. We developed lot of the functionality through Stored procedures, user defined functions, triggers etc. through Database. We thought we can gain huge performance boost doing stuff directly in database than through C# code. And we actually did get a huge performance boost. When I tried to brag about the achievement to our CTO, he counter questioned my decision of having functionality implemented in database rather than code. According to him such applications suffer scalability problems. In his words "These days things are kept in memory/cache. Clustered data is hard to manage over time. Facebook, Google have nothing in database. It is the era of thin servers and thick clients. DB is used only to store plain data and functionality should be completely decoupled from the database." Can you guys please give me some suggestions as to whether what he says is right. How to go about architect such an application?

    Read the article

  • Best practice for designing a risk-style board game

    - by jyanks
    I'm just trying to figure out how to set up the code for a game like risk... I would like it to be extensible, so that I can have multiple maps (ie- World, North America, Eurasia, Africa) so hardcoding in the map doesn't seem to make a whole lot of sense I'm a bit confused on how/where items should be stored/accessed. Here are the objects I see the game theoretically using: -Countries/Territories -Cities (Can be contained within territories) -Capitols -Connections -Continents -Map -Troops At the moment, I feel like: -A map should have a list of continents and countries. The continents would be more of a 'logical' thing where the continents would just be lists of countries that are checked for bonuses at the start of turns -Countries should have a list of countries that they're connected to for the connections What I can't figure out is: Where do I store the troops? Do I have an object for every single troop or do I just store the number of troops on a country object as an integer? What about capitols and cities? Do those just have a reference to the country they reside in? Is there anything I'm not seeing here that's going to screw me over in the long run with the way that I'm thinking about things now? Any advice would be appreciated.

    Read the article

  • My Last "Catch-Up" Post for 2010 Content

    - by KKline
    I did a lot of writing in 2010. Unfortunately, I didn't do a good job of keeping all of that writing equally distributed throughout all of the channels where I'm active. So here are a few more posts from my blog, put on-line during the months of November and December 2010, that I didn't get posted here on SQLBlog.com: 1. It's Time to Upgrade! So many of my customers and many of you, dear readers, are still on SQL Server 2005. Join Kevin Kline , SQL Server MVP and SQL Server Technology Strategist...(read more)

    Read the article

  • Ensuring non conflicting components in a modular system

    - by Hailwood
    So lets say we are creating a simple "modular system" framework. The bare bones might be the user management. But we want things like the Page Manager, the Blog, the Image Gallery to all be "optional" components. So a developer could install the Page Manager to allow their client to add a static home page and about page with content they can easily edit with a wysiwyg editor. The developer could then also install the Blog component to allow the client to add blog entries. The developer could then also install the Gallery component to allow the client to show off a bunch of images. The thing is, all these components are designed to be independent, so how do we go about ensuring they don't clash? E.g. ensuring the client doesn't create a /gallery page with the Page Manager and then wonder why the gallery stopped working, or the same issue with the Blog component, assuming we allow the users to customize the URL structure of the blog (because remember, the Page Manager doesn't necessarily have to be there, so we might not wan't our blog posts to be Date/Title formatted), likewise our clients aren't always going to be happy to have their pages under pages/title formatting. My core question here is, when building a modular system how to we ensure that the modules don't conflict without restricting functionality? Do we just leave it up to the clients/developer using the modules to ensure they get setup in a way that does not conflict?

    Read the article

  • Mounting of UDF Bluray in Linux Mint 17

    - by user134885
    I am running Linux mint 17 Cinnamon 64 Bit 2.2.13 - 3.13.0-27 Kernal My machine is a Clevo - fitted with a bluray burner I have tried the following line sudo mount -t udf /dev/scd0 /media/bluray /dev/sr0 But to no avail. Can anyone help me with how to initiate / mount a Bluray on my machine? Thank you to anyone who can give me feedback may sanity and get it going - all works well in windows, but nothing in Linux?

    Read the article

  • designing classes with similar goal but widely different decisional core

    - by Stefano Borini
    I am puzzled on how to model this situation. Suppose you have an algorithm operating in a loop. At every loop, a procedure P must take place, whose role is to modify an input data I into an output data O, such that O = P(I). In reality, there are different flavors of P, say P1, P2, P3 and so on. The choice of which P to run is user dependent, but all P have the same finality, produce O from I. This called well for a base class PBase with a method PBase::apply, with specific reimplementations of P1::apply(I), P2::apply(I), and P3::apply(I). The actual P class gets instantiated in a factory method, and the loop stays simple. Now, I have a case of P4 which follows the same principle, but this time needs additional data from the loop (such as the current iteration, and the average value of O during the previous iterations). How would you redesign for this case?

    Read the article

  • Organizing MVC entities communication

    - by Stefano Borini
    I have the following situation. Imagine you have a MainWindow object who is layouting two different widgets, ListWidget and DisplayWidget. ListWidget is populated with data from the disk. DisplayWidget shows the details of the selection the user performs in the ListWidget. I am planning to do the following: in MainWindow I have the following objects: ListWidget ListView ListModel ListController ListView is initialized passing the ListWidget. ListViewController is initialized passing the View and the Model. Same happens for the DisplayWidget: DisplayWidget DisplayView DisplayModel DisplayController I initialize the DisplayView with the widget, and initialize the Model with the ListController. I do this because the DisplayModel wraps the ListController to get the information about the current selection, and the data to be displayed in the DisplayView. I am very rusty with MVC, being out of UI programming since a while. Is this the expected interaction layout for having different MVC triplets communicate ? In other words, MVC focus on the interaction of three objects. How do you put this interaction as a whole into a larger context of communication with other similar entities, MVC or not ?

    Read the article

  • What's a good tool for Scrum Project Management in game development? [closed]

    - by BleakCabalist
    I'm looking for an efficient, easy-to-learn tool for Scrum project management not for proffesional use but to use it in my thesis concerning the use of Scrum in game development. Basically I want to visualize a production process of a hypothetical game. Some fragments of the production process should be really detailed to make my point, so basically user stories, tasks, burndown charts etc. are a must. I'm using Scrum, Kanban and some Lean practices for eliminating waste. I also want to use Extreme Programming practices in this production process including TDD and Continuous Integration. I have zero experience in proffesional project management so I need something that's fairly simple to use for a newb like me. Anyone can recommend a tool like that? For now I was thinking about TargetProcess and ScrumWorks. Thanks.

    Read the article

  • How should I structure my database to gain maximum efficiently in this scenario?

    - by Bob Jansen
    I'm developing a PHP script that analyzes the web traffic of my clients websites. By placing a link to a javascript on the clients website (think of Google Analyses), my script harvests information like: the visitors IP address, reference link, current page link, user agent, etc. Now my clients can view these statistics via a control panel that I have build. These clients can also adjust profile settings, set firewall rules, create support tickets and pay invoices. Currently all the the traffic is stored in one table. You can imagine that this tabel would become very large as some my clients receive thousands of pageviews per day. Furthermore, all the traffic data of each client would be stored in the same table, creating a mess. This is the same for the firewall rules currently, and the invoice and support system. I'm looking for way to structure my database in a more organized way to hold large amounts of data of multiple users. This is the first project that I'm developing that deals with so much data, and would like to hear suggestions and tips. I was thinking of using multiple databases to structure the data. The main database will store users data (email,pass,id,etc) admin/website settings. Than each client will have an unique database labeled prefix_userid, which carry tables holding their traffic, invoice, and support ticket data. Would this be a solution, and would it slow down or speed up overall performances (that is spreading the data over muliple databases). I have a solid VPS, but would like to safe and be as effient as possible.

    Read the article

  • Given a RGB color x, how to find the most contrasting color y?

    - by Arthur Wulf White
    I have to mark a certain item in a way that will make it stick-out in the background. I need it to be surrounded with the color that contrasts the background as much as possible so it will pop out and easily noticeable by the player. Lets say I know the background is color 'x', how do I find 'y' such that it will be very contrasting to 'x' and easy to notice in a background where 'x' is a dominant color? I first thought about inverting color 'x' and then I noticed that when 'x' is a medium shade of gray, if I invert 'x' to get 'y', then 'y' is also a medium shade of gray which does not work.

    Read the article

< Previous Page | 133 134 135 136 137 138 139 140 141 142 143 144  | Next Page >